@Ominous said in Social Conflict via Stats:
I addressed this in another thread. I posited that the solution may be using a "fortune in the middle" system instead of "fortune at the end" like most MUs use. Instead of person A poses, person A rolls social skill against person B, person B reacts, repeat for next set of poses, persons A discusses what their goal is at the start of the scene with person B, they roll and find out how successful or unsuccessful person A will be, then they play out the scene knowing which direction it's going to go.
That works fine if you go into a scene already knowing what it's about; however, at least for me, going into a meeting with an agenda accounts for a relatively small segment of my roleplay. Usually it's more like "I'm meeting people at Elysium, one of them mentions something I need to know more about and I've got to convince them to tell me everything", or going to a PrP and I want to get another character to follow my IC plan (which I don't have ahead of time, I don't even know what the PrP will be about beforehand). Stuff like that.
I think it's imperative we somehow find a good design around social stats on MU* but so far I haven't ran across a robust system that does the job. Usually either it's too complicated or too simplistic to cover the range of outcomes. Even games which come with this sort of thing out of the box like CoD don't seem to be seeing a lot of use - correct me folks if I'm wrong but I've never, ever seen Doors used in day-to-day roleplay in the GMC-based MU* I've been playing for what, almost two years now? Is that just my perception?